Gone for Eight Hundred Turns, thread once again rains from the sky. A Pern decimated by the onslaught looks toward a hidden savior. The last of dragonkind and their riders emerge from a deep slumber. With AIVAS and the Unfrozen Riders, the future of Pern is uncertain.

Skies and CloudsHigh above even the highest point on Star Island, clouds drift aimlessly across beautiful skies. The only thing that marks a change is the forever glimmering red orb in the sky that never seems to disappear, looming large over all of Pern.

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Three Star IslandThe largest of the Islands is home to a sprawling complex, dusty with disuse but slowly coming to life. Little is seen above the pure rock that makes up the top of the Island and its lone mountain, except for a signal tower and a few gleaming spires and air tunnels that draw fresh air down into the complex below.

Signal TowerHigh above the rocky base of the mountain that houses the Star Island Complex, a signal tower looms. Large enough to hold several even quite massive dragons at its peak, this silent guardian has been dark for turns, but finally the signal light is lit once again, a signal of hope that shines out even during the darkest nights.

Island HarborA little way away from the main compound, the harbor of Star Island resides. It isn't a big affair, but constantly busy these days. It's been repaired and everything is bright and new. The harbor is hidden away in a deep valley, and the ships that enter must be cautious not to dash themselves against the rocks that are a natural barrier to the dangers that lurk in the wider ocean.

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Compound EntranceA large open space where dragons can land, this area is reminiscent of a Weyrbowl of the old Weyrs. This entrance has paths off in different directions to many different beaches, as well as the harbor and a large entrance into the compound.

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The LiftA giant elevator, capable of lifting several full size dragons, runs the three levels of the complex. Though just as old as everything else, it is kept in perfect working order.

A large hall that contains numerous sitting areas, several viewing screens, small computer stations, and enough room to hold a great number of people, and its the first stop for most newcomers to the complex. Most people like to hang out and relax in this area.

The kitchens have some automation, but most of the work is still done by staff of the complex. The mess Hall is large but austere, with only metal tables and chairs to fill it. Nothing hangs on the walls and the sound of air rushing in through the wind tunnels can get very loud on windy days.

The smaller infirmary that is used mostly by candidate and staff, the infirmary on the first level is mostly staffed by younger Healers, usually still in training. Anyone seriously injured is usually taken down to Infirmary Two.

Located near the Quarters are the showers for the top floor of the complex. There are two separate banks of showers, designated for males and females. Water comes from the spring deep in the mountain but conservation is still encouraged.

Everything the complex needs to run is located in the storerooms, including all the dehydrated food, air scrubbers, repair equipment and the rest. Candidates must often go in and help catalogue everything in the room.

Much larger than the infirmary on the first level, this is the place for the more serious cases. The best equipment and Healers are found here, and while not Healing they will study older cases and experiment to see what the rest of the world has discovered in the meantime.

One of the only areas open to the outside, the rider rooms are varied in size but each opens out to the sheer rock face of the eastern cliffs for ease of travel for the dragons. Each room can be closed off from the outside for safety reasons.

Used by all the riders, the bathing chamber is similar to the showers on level 1, but there are several private rooms with large baths that can be used individually or shared, fitting up to five people.

Only accessible by those already approved, this rooms holds the computer that AIVAS shares with its main 'body' on the mainland, and where it watches over the Cryopods. Those who have access may come in and request of AIVAS answers to any questions, as well as send out the Call for candidates.

Almost completely inaccessible, this is where all the Sleepers and frozen Eggs are stored. No one is completely sure exactly how large the area is, since AIVAS is the only one with full knowledge of the complex. Whenever a Call has gone out and enough candidates arrive, AIVAS will start awakening a batch of Eggs before they are transported to the sands.

Another large room filled with sands with heaters underneath keeping it constantly warm, eggs are transported here after being brought back from Cryofreeze. Eventually females will lay their own eggs here, and partitions can be raised in case more than one female lays at a time. Basic stands are set up near the entrance for watchers to view the hatching. This is the only Level 3 area candidates are allowed to visit, and only during certain times.

Located directly next to the Hatching area, there are five large rooms meant to be used by Queens, or other clutching females and their riders just before they Lay. There is also a meeting room which can be used by the Senior Queen to meet with the rest of the senior leadership.

The BeachheadThe wherries of Wherry Island are rather fierce, but the holder folk who've set up their makeshift camp on Wherry Island have good defenses. This camp might be small, but it's growing day by day. Wherry Island is the closest island to Star Island. It's less than a minute by boat, and if anyone dared swim between the two, it'd be a very easy swim.

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The PortJust a hop from the beachhead, the port is in full swing. It's bustling day and night with goods being brought to Wherry Island. Most are building supplies to shore up the makeshift camp and create more permanent dwellings. After all, the safest place now is by Dragons, right?

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Permanent StructureThis grouping of permanent structures is under construction. It's set farther up on the island, away from the beach. There's a very well-worn path that's under guard that leads from the beachhead and port to these buildings. Because of the wherries, the construction is going slowly.

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The JungleAs it's name implies, the jungle is lush and full of very dangerous critters. The most numerous of which are the wherries that the island is named after. They're massive, and require quite a few men to take them down. They're a wonderful source of food for men and dragons alike.

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Wherry CliffsThese cliffs aren't massive, but they are kind of tall. They have very sharp rocks at the bottom, and are set all along the upper edge of the beach, reaching all the way around the island. They separate the jungle from the beach, and there are paths down in only a few places.

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Dragon's LandingA large clearing on the beach that's been marked out as a specific landing point for Search Dragons. It's close by the beachhead, but not close enough to scare people away. Dragons are very scary, after all.

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The PlainsIn the middle of Wherry Island there's a great big open plain where Wherries nest and feed. This is also where Clinklizards are found mainly, and great pitched battles between these two species happen here. It's a dangerous place for anyone not accompanied by a dragon or a Clinklizard.

Abandoned WeyrsCrumbling and isolated, the abandoned Weyrs of Pern would still offer a good deal of protection from the menace of Thread. Those who shelter in any of the Weyrs would be subjected to poor conditions, but no worse than the rest of Pern.

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Destroyed HoldsOnce the homes of the majority of the Pernese population, the Holds and their surrounding areas are completely destroyed. Most survivors have fled south to Star and Wherry Island, but a few remain behind.

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Forsaken CrafthallsAll major and the vast majority of minor craft halls suffered great damages during the First Threadfall, and scant few remain behind in the ruins of the once great learning centers of Pern.